Search found 391 matches

by tehfreek
Sun Sep 08, 2019 6:22 pm
Forum: Duplicates
Topic: [17.68] Connections between electric poles are incorrectly copied
Replies: 3
Views: 1156

Re: [17.68] Connections between electric poles are incorrectly copied

Only electrical connections to power switches are copied. Every other possible connection is recalculated dynamically on constructing the entities.
by tehfreek
Thu Sep 05, 2019 3:32 am
Forum: Not a bug
Topic: [0.17.68]Right aligned tool-tip text
Replies: 2
Views: 1212

Re: [0.17.68]Right aligned tool-tip text

I don't know, personally I think it looks better there than lost amongst the white text 🤷
by tehfreek
Mon Sep 02, 2019 4:05 pm
Forum: Not a bug
Topic: [0.17.66] exoskeletons stopped working
Replies: 3
Views: 1741

Re: [0.17.66] exoskeletons stopped working

Press the keyboard shortcut to toggle exoskeletons again.
by tehfreek
Sat Aug 31, 2019 2:45 am
Forum: Minor issues
Topic: [kovarex] [0.17.60] Items degroup between splitters
Replies: 9
Views: 4052

Re: [0.17.60] Items degroup between splitters

Splitters are strictly deterministic, the issue is that the inputs vary in ways that are imperceptible to a human, so they strictly deterministically produce apparently different outputs for apparently identical inputs. Normally I'd be right with you on that, but the debug info in the video shows t...
by tehfreek
Thu Aug 29, 2019 1:43 pm
Forum: Ideas and Suggestions
Topic: The blueprints icon should be available earlier
Replies: 8
Views: 1563

Re: The blueprints icon should be available earlier

Additionally, `/unlock-shortcut-bar` can be used to unlock the shortcuts at any time.
by tehfreek
Tue Aug 20, 2019 6:11 pm
Forum: Ideas and Suggestions
Topic: Increase radius of light if lamps are stacked
Replies: 2
Views: 1239

Re: Increase radius of light if lamps are stacked

Because that's how they're currently implemented. Changing them to use inverse square illumination will do as suggested (although require slightly more GPU power).
by tehfreek
Tue Aug 20, 2019 12:00 pm
Forum: Duplicates
Topic: [0.17.66]Deactivated inserters dumps stuff in hand into trains
Replies: 3
Views: 1202

Re: [0.17.66]Deactivated inserters dumps stuff in hand into trains

It's neither; it's just an artifact of the game. Something to work around when your builds get clever enough to run into it.
by tehfreek
Tue Aug 20, 2019 12:40 am
Forum: Technical Help
Topic: [0.17.66] Crash during zoomed out panning
Replies: 8
Views: 2386

Re: [17.66] (Graphics?) Crash during zoomed out panning

Those messages are from the file manager, not Factorio.
by tehfreek
Sun Aug 18, 2019 7:27 pm
Forum: Not a bug
Topic: [0.17.66] Pause broken on headless server
Replies: 2
Views: 1126

Re: [0.17.66] Pause broken on headless server

https://wiki.factorio.com/Version_history/0.17.0#0.17.0 wrote:
  • Removed "admins" from the multiplayer server-settings file - they're now handled through server-adminlist.
by tehfreek
Sun Aug 18, 2019 2:48 pm
Forum: Ideas and Suggestions
Topic: [0.17.66] config set name new_server_name
Replies: 5
Views: 1793

Re: [0.17.66] config set name new_server_name

It will not work. Those are not valid keys, as documented.

If you think they should work then this is a suggestion, not a bug report.
by tehfreek
Sat Aug 17, 2019 6:32 am
Forum: Not a bug
Topic: [0.17.65] Dedicated Server server-settings.json Bug
Replies: 1
Views: 1096

Re: [0.17.65] Dedicated Server server-settings.json Bug

tgaze wrote:
Sat Aug 17, 2019 1:43 am
The password was "]?a^Vo"l07Gh" at the time of the test. This was a valid password for factorio.com and for logging into the game client, but could not be used for initializing the server.
The file must be valid JSON.

Code: Select all

"]?a^Vo\"l07Gh"
by tehfreek
Sun Aug 11, 2019 9:14 pm
Forum: Ideas and Suggestions
Topic: [0.17.60] - Skype not visible 'above' Factorio on MacOS 10.14.6 (Mojave)
Replies: 5
Views: 1747

Re: [0.17.60] - Skype not visible 'above' Factorio on MacOS 10.14.6 (Mojave)

The naive solution is to call `setenv()` before calling `SDL_Init()`. Not certain if that would work though.

EDIT:

Looking at the docs it says "This hint must be set before any windows are created.", so it probably would work.
by tehfreek
Thu Aug 08, 2019 11:40 am
Forum: Implemented in 2.0
Topic: Automatically landfill when placing blueprints/ghosts
Replies: 89
Views: 42030

Re: Automatically landfill when placing blueprints/ghosts

Like the front page says, it nukes tiles. Blame the game, not the mod.
by tehfreek
Tue Aug 06, 2019 4:26 pm
Forum: Ideas and Suggestions
Topic: Option: disable auto-connect for a power pole
Replies: 2
Views: 1567

Re: Option: disable auto-connect for a power pole

Is having the power networks connected long enough to shift-click on the newly-placed power pole really that large enough of an issue?
by tehfreek
Mon Aug 05, 2019 1:30 pm
Forum: Outdated/Not implemented
Topic: Linux config directory should follow XDG Base Directory Specification
Replies: 5
Views: 2296

Re: [0.17.62] Linux config dir is $HOME/.factorio

+1. I don't particularly hate having it at ~/.factorio, but it's probably time to modernize.
by tehfreek
Sat Aug 03, 2019 5:41 pm
Forum: Resolved Problems and Bugs
Topic: Bug Report
Replies: 3
Views: 1211

Re: Bug Report

Please verify that you haven't bound a motion to left click in the control settings.
by tehfreek
Sat Aug 03, 2019 4:49 pm
Forum: Ideas and Suggestions
Topic: lack of decorative elements - inconsistency with electric connections
Replies: 2
Views: 1194

Re: lack of decorative elements - inconsistency with electric connections

I'm going to disagree that they need to be so grossly visible. The wires are there to transfer GW or even TW of power. Thus far the largest power consumption/production by an entity that I've come across is 80MW, which is multiple orders of magnitude smaller. Considering the already incredibly small...

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